--luacheck: ignore local Basic_markets = require 'utils.functions.basic_markets' local get_noise = require 'maps.stone_maze.noise' local room = {} room.empty = function(surface, cell_left_top, direction) end room.worms = function(surface, cell_left_top, direction) local amount = math.ceil(get_biter_amount() * 0.1) local tile_positions = {} local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} for x = 0.5, grid_size * 2 - 0.5, 1 do for y = 0.5, grid_size * 2 - 0.5, 1 do local pos = {left_top.x + x, left_top.y + y} tile_positions[#tile_positions + 1] = pos end end table.shuffle_table(tile_positions) for _, pos in pairs(tile_positions) do local worm = get_worm() if surface.can_place_entity({name = worm, position = pos}) and math.random(1, 4) == 1 then surface.create_entity({name = worm, position = pos, force = 'enemy'}) amount = amount - 1 end if amount < 1 then break end end end room.nests = function(surface, cell_left_top, direction) local amount = math.ceil(get_biter_amount() * 0.1) local tile_positions = {} local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} for x = 0.5, grid_size * 2 - 0.5, 1 do for y = 0.5, grid_size * 2 - 0.5, 1 do local pos = {left_top.x + x, left_top.y + y} tile_positions[#tile_positions + 1] = pos end end table.shuffle_table(tile_positions) for _, pos in pairs(tile_positions) do if surface.can_place_entity({name = 'spitter-spawner', position = pos}) then if math.random(1, 4) == 1 then surface.create_entity({name = 'spitter-spawner', position = pos, force = 'enemy'}) else surface.create_entity({name = 'biter-spawner', position = pos, force = 'enemy'}) end amount = amount - 1 end if amount < 1 then break end end end room.biters = function(surface, cell_left_top, direction) local amount = get_biter_amount() * 2 local tile_positions = {} local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} for x = 0.5, grid_size * 2 - 0.5, 1 do for y = 0.5, grid_size * 2 - 0.5, 1 do local pos = {left_top.x + x, left_top.y + y} tile_positions[#tile_positions + 1] = pos end end table.shuffle_table(tile_positions) for _, pos in pairs(tile_positions) do local enemy = get_biter() if surface.can_place_entity({name = enemy, position = pos}) then surface.create_entity({name = enemy, position = pos, force = 'enemy'}) amount = amount - 1 end if amount < 1 then break end end end room.spitters = function(surface, cell_left_top, direction) local amount = get_biter_amount() * 2 local tile_positions = {} local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} for x = 0.5, grid_size * 2 - 0.5, 1 do for y = 0.5, grid_size * 2 - 0.5, 1 do local pos = {left_top.x + x, left_top.y + y} tile_positions[#tile_positions + 1] = pos end end table.shuffle_table(tile_positions) for _, pos in pairs(tile_positions) do local enemy = get_spitter() if surface.can_place_entity({name = enemy, position = pos}) then surface.create_entity({name = enemy, position = pos, force = 'enemy'}) amount = amount - 1 end if amount < 1 then break end end end room.spitters_and_biters = function(surface, cell_left_top, direction) local amount = get_biter_amount() * 2 local tile_positions = {} local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} for x = 0.5, grid_size * 2 - 0.5, 1 do for y = 0.5, grid_size * 2 - 0.5, 1 do local pos = {left_top.x + x, left_top.y + y} tile_positions[#tile_positions + 1] = pos end end table.shuffle_table(tile_positions) for _, pos in pairs(tile_positions) do local enemy = get_biter() if math.random(1, 3) == 1 then enemy = get_spitter() end if surface.can_place_entity({name = enemy, position = pos, force = 'enemy'}) then surface.create_entity({name = enemy, position = pos, force = 'enemy'}) amount = amount - 1 end if amount < 1 then break end end end room.random_enemies = function(surface, cell_left_top, direction) local tree = tree_raffle[math.random(1, #tree_raffle)] local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} if math.random(1, 2) == 1 then room.nests(surface, cell_left_top, direction) end for x = 0.5, grid_size * 2 - 0.5, 1 do for y = 0.5, grid_size * 2 - 0.5, 1 do local pos = {left_top.x + x, left_top.y + y} if math.random(1, math.random(32, 64)) == 1 then surface.create_entity({name = tree, position = pos, force = 'neutral'}) end end end if math.random(1, 4) == 1 then room.worms(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.biters(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.spitters(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.spitters_and_biters(surface, cell_left_top, direction) end end room.stone_block = function(surface, cell_left_top, direction) local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} for x = 4.5, grid_size * 2 - 4.5, 1 do for y = 4.5, grid_size * 2 - 4.5, 1 do local pos = {left_top.x + x, left_top.y + y} if math.random(1, 6) ~= 1 then surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'}) end end end for a = 1, math.random(1, 2), 1 do local chest = surface.create_entity( { name = 'steel-chest', position = { left_top.x + math.random(math.floor(grid_size * 0.5), math.floor(grid_size * 1.5)), left_top.y + math.random(math.floor(grid_size * 0.5), math.floor(grid_size * 1.5)) }, force = 'neutral' } ) for a = 1, math.random(1, 3), 1 do chest.insert(get_loot_item_stack()) end end end room.tons_of_rocks = function(surface, cell_left_top, direction) local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} local seed = game.surfaces[1].map_gen_settings.seed for x = 0.5, grid_size * 2 - 0.5, 1 do for y = 0.5, grid_size * 2 - 0.5, 1 do local pos = {left_top.x + x, left_top.y + y} local noise = get_noise('trees_01', pos, seed) if math.random(1, 3) ~= 1 then if noise > 0.2 or noise < -0.2 then surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'}) if math.random(1, 512) == 1 then surface.create_entity({name = get_worm(), position = pos, force = 'enemy'}) end end end end end end room.scrapyard = function(surface, cell_left_top, direction) local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} local seed = game.surfaces[1].map_gen_settings.seed + 10000 for x = 2.5, grid_size * 2 - 2.5, 1 do for y = 2.5, grid_size * 2 - 2.5, 1 do local pos = {left_top.x + x, left_top.y + y} local noise = get_noise('scrap_01', pos, seed) if math.random(1, 3) == 1 and noise > 0 then surface.create_entity({name = get_scrap(), position = pos, force = 'neutral'}) end end end local e = surface.create_entity({name = 'storage-tank', position = {left_top.x + grid_size, left_top.y + grid_size}, force = 'neutral', direction = math.random(0, 3)}) local fluids = {'crude-oil', 'lubricant', 'heavy-oil', 'light-oil', 'petroleum-gas', 'sulfuric-acid', 'water'} e.fluidbox[1] = {name = fluids[math.random(1, #fluids)], amount = math.random(20000, 25000)} end room.circle_pond_with_trees = function(surface, cell_left_top, direction) local tree = tree_raffle[math.random(1, #tree_raffle)] local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} local center_pos = {x = left_top.x + grid_size, y = left_top.y + grid_size} map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, 'grass-2', surface, grid_size * 0.75) map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, 'water', surface, grid_size * 0.5) local position = surface.find_non_colliding_position('market', center_pos, grid_size, 1) if position then Basic_markets.super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end for x = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do for y = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do local pos = {x = left_top.x + x, y = left_top.y + y} local distance_to_center = math.sqrt((center_pos.x - pos.x) ^ 2 + (center_pos.y - pos.y) ^ 2) if math.random(1, 5) == 1 and distance_to_center < grid_size * 0.85 then if surface.can_place_entity({name = tree, position = pos, force = 'neutral'}) then surface.create_entity({name = tree, position = pos, force = 'neutral'}) end end if math.random(1, 16) == 1 then if surface.can_place_entity({name = 'fish', position = pos, force = 'neutral'}) then surface.create_entity({name = 'fish', position = pos, force = 'neutral'}) end end end end if math.random(1, 4) == 1 then room.worms(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.biters(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.spitters(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.spitters_and_biters(surface, cell_left_top, direction) end end room.checkerboard_ore = function(surface, cell_left_top, direction) local ores = {'coal', 'iron-ore', 'copper-ore', 'stone'} table.shuffle_table(ores) local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} for x = 4, grid_size * 2 - 5, 1 do for y = 4, grid_size * 2 - 5, 1 do local pos = {left_top.x + x, left_top.y + y} if x % 2 == y % 2 then surface.create_entity({name = ores[1], position = pos, force = 'neutral', amount = get_ore_amount()}) else surface.create_entity({name = ores[2], position = pos, force = 'neutral', amount = get_ore_amount()}) end surface.set_tiles({{name = 'grass-2', position = pos}}, true) end end for x = 1, grid_size * 2 - 1, 1 do for y = 1, grid_size * 2 - 1, 1 do local pos = {left_top.x + x, left_top.y + y} if x <= 3 or x >= grid_size * 2 - 3 or y <= 3 or y >= grid_size * 2 - 3 then if math.random(1, 3) ~= 1 then surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'}) end end end end if math.random(1, 4) == 1 then room.worms(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.biters(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.spitters(surface, cell_left_top, direction) end if math.random(1, 2) == 1 then room.spitters_and_biters(surface, cell_left_top, direction) end end room.minefield_chest = function(surface, cell_left_top, direction) local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} local chest = surface.create_entity( { name = 'steel-chest', position = {left_top.x + grid_size + (direction[1] * grid_size * 0.5), left_top.y + grid_size + (direction[2] * grid_size * 0.5)}, force = 'neutral' } ) chest.insert(get_loot_item_stack()) chest.insert(get_loot_item_stack()) chest.insert(get_loot_item_stack()) chest.insert(get_loot_item_stack()) chest.insert(get_loot_item_stack()) chest.insert(get_loot_item_stack()) for x = 0, grid_size * 2 - 1, 1 do for y = 0, grid_size * 2 - 1, 1 do local pos = {left_top.x + x, left_top.y + y} if x <= 1 or x >= grid_size * 2 - 2 or y <= 1 or y >= grid_size * 2 - 2 then surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = pos, force = 'neutral'}) else if x == 2 or x == grid_size * 2 - 3 or y == 2 or y == grid_size * 2 - 3 then surface.create_entity({name = 'stone-wall', position = pos, force = 'enemy'}) else if math.random(1, 8) == 1 then surface.create_entity({name = 'land-mine', position = pos, force = 'enemy'}) end end end end end end room.maze = function(surface, cell_left_top, direction) local tree = tree_raffle[math.random(1, #tree_raffle)] local left_top = {x = cell_left_top.x * grid_size, y = cell_left_top.y * grid_size} create_maze(surface, {x = left_top.x + grid_size, y = left_top.y + grid_size}, math.floor(grid_size * 0.5), 3, 'stone-wall', 'enemy', true) surface.spill_item_stack({x = left_top.x + grid_size, y = left_top.y + grid_size}, get_loot_item_stack(), true, nil, true) end local room_weights = { {func = room.circle_pond_with_trees, weight = 20}, {func = room.scrapyard, weight = 9}, {func = room.stone_block, weight = 12}, {func = room.tons_of_rocks, weight = 12}, {func = room.minefield_chest, weight = 5}, {func = room.checkerboard_ore, weight = 4}, {func = room.maze, weight = 4}, {func = room.random_enemies, weight = 20} } local room_shuffle = {} for _, r in pairs(room_weights) do for c = 1, r.weight, 1 do room_shuffle[#room_shuffle + 1] = r.func end end return room_shuffle